Wizardry IV Walkthrough

Screenshot by John Hubbard
Click to enlarge

Starting Out

Turn off the Status and the Command list by pressing (O) to begin with. This
will let you see items on the ground and ceiling more easily.

Go north to Pentagram 1. Summon a group of Creeping Coins, a group of
Zombies, and a group of Level 1 Priests. There should be 9 Coins, and at least
4 each of the other two; if there aren't, move off and on the pentagram and try
again. (You can always go with fewer monsters, but combat is difficult enough
that you probably don't want to press your luck.)

The Creeping Coins always number nine, and they can call for help and
breathe for 1 damage to each enemy. The Zombies can paralyze enemies. They're
vulnerable to dispel attacks, but are powerful enough to be worth the risk. The
Level 1 Priests cast the Milwa spell, and can also heal you. (If you read the
starting hint enclosed with the game, you know this. If you had a hard time
figuring this out, it only gets harder.) They even have good fighting capability.

The Pyramid of Entrapment - Level 10

Go one west and go north and south and north and south, etc., until you get
a battle. Fight it out, and hope that a Level 1 Priest casts a Milwa. If a
Milwa isn't cast, keep wandering until someone casts it. (You can't cast it
yourself, yet.) Take Dios Potions and Halito, Badios, or Katino scrolls.
They're not only useful, but provide excellent bait for Thieves. (Always leave
two spaces open in your inventory.)

When it is cast, a secret door will be revealed on the north side of the
room. Exit via this door, and go 1N. Go 1W, 5S, and 1E, battling your Guardians
as they come along. (If, at any time until you defeat the Outer Guardian, you
run out of spells or a kind of monster, reverse these instructions to charge up
at the Pentagram)

Go 2S, ignoring the message. This Inner Guardian should be relatively easy.
Then go 4W, and 4N. Your MILWA may run out, so you may need to wait for an
encounter and have it cast to see the door here.

Go west through the door, ignoring the message, and one more west and fight
the Middle Guardian. He isn't hard, either. Then go 6N, 13E, 6S to (16E, 9N).
Make sure you're at full power, then save the game facing the door, which you
need a Milwa spell to discover.

Go 2E, reading the message, and try to defeat the Outer Guardian. He can
cast the Mahalito spell, so he might hurt quite a bit.

Now go 7S, 16W, and 4N to the pentagram at (2E, 6N). Summon the same allies
again, then go 12N 8E to south of a door (10E, 18N). Save the game. Go 1N and
read the message, then go 1E and battle the last guardian of this level. Use
Halito repeatedly. Once you win, take the Charred Tallow (Black Candle) and the
Amulet (Jeweled Amulet). The Amulet can cast Dumapic, and the Black Candle can
cast Lomilwa. Equip the Candle, but don't use it, as it may disappear. Leave
two spaces open in your inventory.

Don't save the game yet! Head east, passing the stairs going up, and head
down this very very long corridor until you reach the end of it. You'll find
the Bloodstone. Take it, and invoke its power via the (E)quip command. You
can't equip it, though, and if a Thief steals it, or any other stone, restart
from the last saved game. (That's why it's a good idea to hold "bait"
for the Thieves.) Return to the stairs and go up.

(If you do not want to deal as much with having essential items stolen by
thieves, you can come back and get the stone later only when you need it. In
principle, you do not actually need any stones until you escape from the dungeon.)

The Catacombs - Level 9

Go 6N and 2W to (0E, 6N) and summon Level 3 Priests, Mummies, and a
No-See-Um swarm. (The Priests cast healing and light, the Mummies drain levels
from your foes, and the No-See-Ums can breathe for 1 to 4 damage to each foe.)
You should have at least 4 Lvl 3 Priests and at least 4 Mummies. Go 1E, and
save the game.

Start poking your head into all the doors in this corridor. You'll get
plenty of encounters. (Don't go beyond the bend at the end of the hall yet.)
Defeating Talon's Tigers is relatively easy, and you'll get the Cone of
Silence, which casts Montino (useful if you're having trouble with do-gooders
casting mass damage spells) and is invokable. But if you find Greyhawk's
Ghostbusters, run away; they are much more powerful than you at this stage in
the game. You can fight Brightblade the Samurai as well and get his Beanie
(Novice's Cap) which casts a Katino and can be invoked.

Go north to the end of the hall to (2E, 17N). Go 2W, 1N. Defeat the Privates
(not too hard). Go north and fight the Corporals (not too hard, either). Then
go 1N and destroy the Captain and his gang (this one might kill you, but you
should be able to win.) Take the Cloak (Twilight Cloak); you might want to
invoke its power.

Go 1S, 1W, 1S, and 2E, returning to (2E, 17N). Go 15E to the end of the
hall, and turn and go 15S to the end of THIS hall (17E, 2N). Go 2E and 1S.
Defeat the Privates. Go 1 south and defeat the Corporals. Go 1W and obtain the
Lander's Turquoise it. Invoke it and hang onto it. (Optionally, you can get
this later in the game only just before you're about to use it.)

Go 1E, 2N, 2W, 15N, and 4W to (13E, 17N). If you don't have a Milwa spell
on, find a battle so a Priest can cast it. Go 3S (through a secret door) and
read the message. Go 1E, 9S, and 5W to the stairs up.

The Land of a Thousand Cuts - Level 8

(If you recharge at the Pentagram on this level, reverse the directions
EXACTLY; otherwise you may get killed walking over the land mines that litter
the level. The land mines get more powerful the farther south you go. Also,
remember to restore from a saved game if one of your Stones is stolen.)

Go 1W and read the message. Go east until the wall, to (19E, 19N). Go 4S and
1W, to the pentagram at (18E, 15N). Summon some Level 5 Priests, some Spirits
(they can cast Mahalito) and some Shades (which drain levels). You should have
a least 3 Shades, 4 Priests, and 5 Spirits. Go 1W and save the game.

Head 4W to (13E, 15N). Go 3S. You'll probably find the two large bands of
adventurers guarding this level somewhere along the line here; they're not too
hard to take out with all your mass damage spells.

Go 1N. Enter the pool (you will take some damage from acid) and retrieve the
Witching Rod. It casts a Kandi (it'll tell you where Trebor's Ghost is at the
moment), but don't use it; it might disappear. (You do not actually need the
Rod until later in the game, so you might want to come back later, after
escaping the dngeon.) Go 1S, 3W, 2N, 4W, 2N, 2W, 1S, 1W, 3S, 3W to (1E, 0N).

Make sure you're at full strength, and go 1N. Defeat Glum, the Assassin.
Take the Weighty Cube, which is the Black Box, and equip it. If you use it (it
won't disappear), you can stuff any unequipped object you like into it -- up to
19 new objects; the extra inventory space is essential. (But don't try to put
the Black Box into the Black Box itself! Unless you've saved the game and want
to see a funny message, that is.) You should have the two stones and the
Witching Rod in it, and maybe assorted amulets, potions, and scrolls. Go 1W,
and head up.

The Last Two Stones - Level 7

You won't need "thief-bait" anymore now that you have the Black Box.

If you don't mind delaying getting the best weapon in the game, you can also
skip this section and skip restoring the Temple of the Dreampainter, which is
up shortly, until later. Doing so, while it will make life easier now, will
make life tougher later as you will be without a weapon that enhances your
powers. Your call. I would get the stones now, personally. If you wait for a
longer time, you can fly over the pits with the Winged Boots, so you don't have
to collect lots of healing potions to survive.

If you want to easily view all three Evil endings (which are all quite
different), you should delay getting the sword for as long as possible. You do
not need it until you after have escaped from the dungeon.

Don't let the Darkness scare you. There are only 3 squares of it (all that
you see). Go 2N and read; then move 1S, 1E, and 3N to (1E, 4N) and read. Go 2S,
1E, 2S, 2E, and 1E to the pentagram. (Gather Dios potions, as many as you can
get, and stuff them in the Black Box.)

Single encounters on this level aren't hard, and you'll find no thieves
also. Killer the Ninja has a Cloak which you might want. The groups you find
are fiendishly difficult for a newcomer to the level.

Charge up at the Pentagram. Summon Spirits from the previous Pentagram,
Priestesses, and Goblin Shamans (who are a tad more powerful than Spirits).
Priestesses are what Level 7 Priests would be like, and the Shamans cast 3rd
level Mage spells and 2nd level Priest spells. I did not find any of the other
Level 4 monsters to be as effective as Spirits. Have at least 4 of each. Go 1S
and 4W. Go back down, to Level 8. Save the game. Go east and kill Glum again.
(You could go south and face the Golem instead if you want a little variety.)
Save the game. Wander about on the path shown above until you get plenty of
Dios potions. Follow the path to (3E, 9N). (Don't return to the Pentagram on
Level 7; recharge at the Pentagram on this level.) From Glum, it is: 1S, 3E,
3N, 1E, 1N, 2E, 2S, 4E, 2S, 8E, 2N, 3W, 2N, 5W, 1N, 2W, 2N, 1W, 1N, 5W, and 1N.
Face west. Save. Reload and turn Status On.

Go 2W. (You'll take 10 damage for each step because of the Land Mines.) If
you don't have an encounter, you may want to restore, as your Priests can heal
you wounds in battle. Go 1W. Take the Golden Pyrite, invoke it, and stuff it in
the Box. Go 4S. If your Hit Points become a single digit, camp and use your
Dios Potions. Take the Amber Dragon Stone, invoke it, and place it in the Box.
Go 1W and 3S to (19E, 2N), healing along the way. You can throw awy any
remaining potions. Go 2S, 8W, 2N, 4W, 2N, 2W, 1S, 1W, 3S, 3W, 1N, 1W, then go
up. Save and go 4E. Save again if you make it.

The Temple of the Dreampainter - Level 7 (Con't)

Now at (4E, 0N), camp and use the Black Candle. If it disappears, restore
and try again. Put it back in the Box and equip the Box again; equipping the
Candle de-equips the Box. (Gather Jeweled Amulets while on this level.)

Go 1N and summon the same friends. Go 1S and 10E. Along the way, you'll
probably be assailed by the two large groups of guards. Don't take the
"Use Me Cape"; it's *very* badly cursed, and you have no way of
removing a cursed item at this stage of the game. (You can try it and use it
just to see the messages you get, but save the game first.) Thorin (of Thorin's
Tramplers) is tough but has the MordorCharge Card; put it in the Box if you
wish, though it's not necessary to solving the game. If you encounter mages
named Tele-Vipers or Voltar, kill them quickly as they can cast the Makanito
spell, which at your low level will automatically instantly kill you.

Your priestly allies should at some point cast the Maporfic spell, which
lowers your AC by 2. It's good to have, and it lasts for the rest of the game
(thankfully, as you are a mage, there are no anti-magic zones in this game).

Once you reach (14E, 0N), take the western door on the north side of the
room, and do the same for the next 6 rooms (the last being a secret door north
of 9 east, 13 north). Go 3N, 1E, 1N, and read. Go 1E and read, then go 1E and
read. Camp. Take out the Bloodstone, the Lander's Turquoise, and the Amber
Dragon. Invoke all three of these now, and go 2W, 1N. Place the stones in
reverse order on the altar. You will be offered a Sword. The Amber Sword
(Dragon's Claw) gives you once swing for up to 24 damage, and will regenerate 4
hit points each round, or periodically outside of combat. The other two, the
West Wind Sword and the East Wind Sword, cannot regenerate but are both superb
fighting weapons; they also boost your chance to hit. Take the sword of your
choice; experiment a little and settle for your favorite. (Notice that the
sword you select has a bearing on three of the five game conclusions, so you
might want to retrieve the sword later -- although in the meantime the fighting
will be considerably harder.) Go 1E. Go up. Save the game.

The Realm of the Whirling Dervish - Level 6

This level is constructed of 16 4x4 clusters all set out in a neat, orderly
manner, with a spinner at the intersection of the junction of the passages
between the clusters. Each horizontal row of clusters always has the same
formation, but vertically it's always different. (There are 3 pentagrams on
this level.) On each side of each cluster there is a door, but only the door on
the west side of each cluster is usable. This is useful knowledge. When you get
spun around, go forward and check both doors between the intersection you left
and the intersection ahead. If the first one is real, the Spinner took you
north; if the second is real, the Spinner sent you south. If neither is real,
you can't tell, and must cast a Dumapic, preferably with a Jeweled Amulet (you
will quite possibly need to cast more than the maximum 9 Dumapic spells you can
cast yourself). Use this to guide your way through the level.

You'll start at (6D, 7E, 6N). Go 1W, 1N, 1E, 1N, 2W, 3S, 1W, 1S to the
Spinner at (4E, 4N). Head west to the Spinner at (19E, 4N). Head north and
enter the door on your right. Go 3N, 2E, 1S, 1W to a Pentagram. Summon Goblin
Shamans from the previous pentagram, Bishops (who can cast some fairly
high-level spells, unlike a regular PC bishop in a regular Wizardry games), and
Wights (these are very powerful; they cast Dalto and Lahalito, they can
paralyze, and they drain 2 levels when they land a melee blow). Be sure that
you have 3 Wights, preferably 4, and at least 4 of the other two. Go 1E. Save.
(If, at any time, you find a Sentinel, defeating it will return you to the
cluster holding this pentagram.) Combat is very easy on this and the next level
with the Makanito spell (you need to do the right things for this to be
effective, however, and I am not certain just what they are).

The leader of one of the two teams on this level holds a Holy Reliquary
(Saint Rimbo Digit) which will cast the powerful Tiltowait spell. Use it
sparingly; if it disappears, you'll have to return to this level to get another
one. Also, beware the bishop named Tiltowait (who can cast the same spell as
his name).

Exit the cluster and return to (19E, 4N). Go north to the spinner at (19E,
9N). Go west to the spinner at (14E, 9N). Go west to the spinner at (9E, 9N).
Go north and enter the door on the right. Go 3E, 1N, 2W, 2N, 1E, 1S, 1E, and
1N. You'll be asked an easy riddle (the answer, of course, is AMULET). Take the
Good Hope Cape he gives you and equip it. The Cape will give you one extra
attack, boost the damage you can cause with your weapon, increase your to-hit
statistic, and will also augment your spellcasting capabilities. (Boz the Thief
has another magic cloak you might want to check out, though you are almost
certainly better off with the Good Hope Cape.)

Exit the cluster and return to (9E, 9N). Go north to the spinner at (9E,
14N). Go north to the spinner at (9E, 19N). Go north, enter the door, then go
3N, 1E, 2S, 2E, and save the game. Go north and fight Jesse The Smith (make
sure you have room for two objects beforehand). He has 89 HP and can cast
Lakanito; try not to use the Digit. When he is defeated take his Turban and his
Tale of Madness (Arabic Diary). You'll be ported to the stairs up at (17E, 9N);
take them and encamp. Invoke the Turban and box it. It can only cast Halito,
but you should hang onto it. (Actually, I'm not certain what for now, but not
only did I originally write this, but the Quest for Clues II walkthrough says
it is essential as well. Huh. Anyone know for sure?) Pack away the Arabic Diary.

Land of the Creatures of Light and Darkness - Level 5

This level is a confusing matrix of light squares and dark squares, arranged
like a chessboard; but there are walls, and near the walls, you'll discover
that all is dark. There are also Butterflies hanging around by the dozen around
here; there are 10 kinds (5 of each alignment).

Go 1 east. Read. Go 4 east. Go north to the pentagram at 5 east 5 north. As
on the previous level, combat is easy, except this time you can use the
Lakanito spell. But run away from or quickly defeat Mage Marian if you can, as
she can cast the Tiltowait spell. You'll also find a few special objects: a
Furred Cone (a Magician's Hat), and the Cape of Hide. Place both in the Box
(they are obtainable from some of the combats on the levels). The Cape of Hide,
when used, will first cast a Malor spell, and subsequently a Dios spell; it
will never, ever, run out of charges. It's a nice source of healing to have, as
soon you will no longer be able to summon new powerful priestly allies from
pentagrams. (Allies that can cast sixth- and seventh-level priest spells never
become available. Pity, as Mabadi would have been really nice in some major battles.)

Summon some Wights (again), and also some Gas Dragons (real nice, but a
Lakanito will kill most or all of them) and some Priests of Fung. Have 4
Wights, at least 5 Priests of Fung, and at least 3 Gas Dragons. Wights (being
undead) are very vulnerable to Horin's Holy Rollers on this level, but they're
still too powerful not to have around, if you ask me.

Save at Pentagram 6. Don't stray off this trail, and use Lakanito on any
Mages or any encounter containing more than one foe: 2 south. 3 west. Defeat
the D-3 Evil Priest Gaudy Sphinx. 2 north. 2 west. Defeat the L-1 Good Fighter
Meleager Blue. 1 north. 3 east. Defeat the L-3 Good Priest Purple Emperor. 4
east. Defeat the D-4 Evil Thief Emperor Tau. 1 north. 1 west. Defeat the L-4
Good Bishop Golden Danaid. 1 north. 4 east. Defeat the D-1 Evil Fighter Io. 2
west. 2 south. (Make sure you have enough strength to go on.) 4 east. Defeat
the Pair of L-5 Fighters, Mistress Flavia and John Ap Griffin. Take the
"unusual object" appearing there. Don't invoke it yet; every time you
use it, there is a chance it will disappear, and always if it is not equipped.
Put it in the Black Box.

Don't save the game at any point -- it will mean that you will have to
defeat many strong enemies over again! 1 east, 2 north. This square at 13 east
8 north teleports you to 16 east 0 north. 1 north. 3 east. 12 north. 1 west. 2
north. 1 east. 4 north. (19 east 19 north. If you need to go restore strength,
there is a teleporter at 18 east 3 north that will port you to 11 east 2 north.
Make sure that you are in the fourth rank.) 7 west. Kill the D-5 Evil Ninja
Death's Head. (You only have to defeat an L-2 and a D-2 now.) 3 west. 1 south.
You'll find a dead body here, with an Oxygen Mask (supposedly, a euphemism for
"demonic ritual mask", or whatever it was). Take it, equip it, and
invoke it. The Mask will give you 100% protection against any Makanito and
Lakanito spells, but, of course, it does not extend to your allies. It will
only have effect you if you invoke it. Its effect wears off if you move to a
different level; you must invoke it again (although there is a chance it will
break) to retain the protection. If you use it twice on a level, without moving
to any other level, the item will explode. Also, it will explode if you do not
have it equipped. (If you need to get it again, it's at 5 down 9 east 18 north.)

The Maze of Wandering - Level 4

This level is probably one of the most fiendish to map in computer gaming
history. The place is jam-packed with one-way passages, cages, and rotating
rooms. One-way passages ought to be self-explanatory. Cages are 1X1 rooms
constructed so that a one-way passage enters or that a rotating room (see
below) drains into the room. Then it closes on you and you're trapped. You can
only escape by casting a Malor (by a spell, a Diadem, or the Cape of Hide) way
back to the Catacombs (teleporting higher at this point results in deflection);
or you can use the GetOutOfJailFree card (unidentified, 'A Yellow Card') held
by a guardian on this level. (Using the card gets you out in a random
direction.) Rotating rooms have walls, or one-way passages, on two or three
sides. If you enter them, or if you camp in one, the room will rotate in a
preset direction (for a particular room the direction is constant, but two
different rooms may go different ways). Saving and reloading rotates all rooms
like this. (Note that this construct allows two adjacent rotating rooms to have
a shared wall; the wall in common may "move around" in both rooms.)

Go 1E, and 1E through a one-way passage. Go 2N into a rotator. Go east
through the provided exit into another rotator. Go 2N and hit yet another
rotator. Exit and reenter until the rotator faces north, then go 1N and 2W to
Pentagram 7. (South of this pentagram there are one-way passages that can trap
you in such a way that the only escape is by Malor, and also makes the game
impossible to solve though it's not immediately obvious; be careful not to
enter that area.)

Summon some monsters (suggested: Wights, Priests of Fung, and Evil Eyes; the
Pentagram 7 monsters are relatively weak, so you may want to experiment a
little). This pentagram is at (1E, 7N); others may be found at (12E, 0N) and
(16E, 16N). As for encounters, they are quite a bit rarer on this level.
Dorion's Grays is hard; Dorion has enough hit points to survive a Tiltowait and
casts a Tiltowait himself. Khan's Kosmic Killers has no fighter-types (Fighter,
Samurai, Lord, Ninja) at all, and its 2 thieves and 4 spell-casters shouldn't
hurt badly if you use your Oxygen Mask. Many members of both of these teams can
be killed by a Lakanito; those who aren't killed should be finished with a Tiltowait.

2E, 1S back into the rotator. Exit and re-enter until it faces south. Head
straight south into a rotator. Exit east. Nearby, at (6E, 6N), there is a
rotator. Look around to find the entrance. (If there isn't, save and reload,
and one should appear.) Enter and exit south. You should find the Ron Wartow
Memorial Pool. (This is not necessary if you are seeking one of three Evil
alignment endings.) Take a dip. Your alignment will change to Neutral. Exit
south through a one-way passage. DON'T STRAY from here on; there are many one
way passages here that will force you to backtrack. 1E, 1N, 3E, 3N, then 5W
through a one-way passage at the end. 1N through a one-way passage. 2N through
a one-way passage. 3N. Visit the Witch. You already have the Tannic Acid (the
Witching Rod; remember, it came from the wood of the trees, and the trees
leaked the pool of acid whence the rod came), the Fe-S-Sub-2 (that is, the
Golden Pyrite; a molecule of pyrite is composed of one iron and two sulfur
atoms -- Starcross and Stationfall aren't the only games where a little outside
chemistry knowledge comes in handy), and the Furred Cone (Magician's Hat). The
Blender is a Blade Cusinart' (check out its picture on the copy protection
booklet), the Spanish Unguent is the Cleansing Oil (Oil of Ole! get it?), and
the Camphor is the Aromatic Ball (all found later). 2S, 1W, 3N, 13E. (There is
a pentagram near here if you need it.) 1N, 2E, then 3N to the upper-right hand
corner. 6N, 2W, 1N, 2W, 1N, 1W, 2N. Take a Marble (the Aromatic Ball), invoke
it once, and keep it safe in the Box. Camp and teleport to (10D, 11E, 19N) if
you lost the Black Candle. Then teleport to (9D, 9E, 5N). (Until later in the
game you cannot cast Malor to anywhere other than 10 Down and 9 Down.)

The Hideout of the Dreampainter - Level 4 (Con't)

(Since you can't teleport directly to the Dreampainter at this stage in the
game, follow these instructions, which are the same as before:)

Unequip the Winged Boots. Face north and save the game. Equip the Hopalong
Carrot and invoke its power. You'll jump over the wall, to (7D, 6E, 8N).
Re-equip your main weapon and pack away Carrot. 1E. Kill the Dreampainter and
take the Feather, his Ka (soul). Hold it. Re-equip the Winged Boots. Teleport
to (9D, 11E, 6N).

Use the Demonic Chimes (bell), the Arabic Diary (book), and the Black
Candle. No other order will work (incidentally, this is the same order used in
Ultima IV, and different from Zork I and Nethack). This will melt the gates.
Enter and retrieve the Holy Hand Grenade of Aunty Ock, abbreviated as
HHGofAunty Ock\\. (Try entering without the Ka or the Boots, and without both,
just for fun.)

Place the Holy Hand Grenade of Aunty Ock in the Box and re-equip your normal
equipment. Cast Malor to teleport 5S. Follow the instructions given for the
"hideout of the Dreampainter" until you arrive in the Temple. Go 16E
and Save. Use Candle (if it disappears, reload and try again). Take left door
on northern side and keep taking left doors until there is only a right door.
Take it. 1E, 3N reading messages. 1E. Up. A good place to save the game.

Once you go up, you are committed to the Cosmic Cube, and may not leave
until you have gotten all the way through. If you don't have the sword from the
Temple of the Dreampainter yet, it's helpful to have (unless you want to see
all three Evil endings easily), but you absolutely need the Holy Hand Grenade
at its end. (If you don't, you'll have to replay a good part of the game.)

The Cosmic Cube - Levels 3, 2, and 1

The Cosmic Cube comprises Levels 3, 2, and 1. Each floor is divided into
segments. Each cluster, as I'll call them, has one or more chutes, stairs up,
stairs down, or teleporters to other clusters in the cube. (Note: "stairs
up" don't always go "up", and "stairs down" don't
always go "down".) In the following directions, you'll see the
cluster number, then the location of the entrance to the cluster, in terms of
down, east, and north, in that order.)

Whenever you enter a chute or teleporter, or climb stairs, you will restore
defeated guardians to life.

The Company (3 down) has a Diadem of Malor, and a 3-Sided Cloth (Wizard's
Skullcap), the latter of which is a nice piece of equipment. Joachim's Jihad (2
down) is tough to defeat; they carry a Silk Cloth (Pennonceaux) which is
required to win the game. Loktar's Lucky Laddies (1 down) are not difficult to
defeat, and carry the Holy Limp Wrist, which is needed to reach four of the
five possible solutions of the game. Applet's Angels (1 down) is by far the
toughest random guardian group in the dungeon; they're carrying the Adept
Baldness (which however isn't all that useful compared to the Wizard's Skullcap).

When you summon from Pentagram 8, get at least 5 Champ Samurai, 3 Brass
Dragons, and 4 Fiends. (Champ Samurai are pretty pathetic spellcasters in the
first two Wizardry games, but they're potent here.) When summoning from
Pentagram 9, get at least 5 Champ Samurai, 5 Fiends, and 3 Dragon Zombies. (I
didn't find most Pentagram 9 monsters to be all that useful, though you may
find Succubi to be a decent replacement for Dragon Zombies.) When summoning
from Pentagram 10, get a Demon Lord and at least 4 Greater Demons. These are
definitely the strongest; there are many powerful Pentagram 10 monsters for the
third group, so feel free to experiment a little. If summoning Maelifics (my
vote for the best; they do have the drawback of being vulnerable to dispel
effects, though they're otherwise very powerful), Vampire Lords, Lycurgi,
Fleck, or A Dink (more on this last one later), you can only get one. If you
get Poison Giants, Iron Golems, Gold Dragons, or Black Dragons, get four.

Instructions:

You must retrieve the Holy Limp Wrist and the Pennonceaux, both mentioned
above. You must also get a Blade Cusinart' (unidentified: Sword, so it can be a
pain to pick it out of the pile of looted equipment) which is held by many
stronger Samurai, and there's also one held by a member of Joachim's Jihad. If
pressed, there is a guaranteed easy-to-identify Blade Cusinart' later on, but
life is much easier if you get it earlier. You may also want a Dagger of Speed
(held by some Mages), and a Diadem of Malor.

(Note: the cluster numbering is arbitrary, and refers to the maps I made originally.)

Be sure to save often, as death can be a common and frustrating experience.
The best time to save is right after climbing stairs or falling through a chute.

CLUSTER 0 (1-15,11):
Go north and read. (If you do this puzzle
wrong the exit to the Cube will disappear!) It's not hard to solve, if not by a
little logic (process of elimination will work here), by sheer trial an error
-- you'll know when you've used the right door. Go through the middle door
(this does not change from game to game, unlike in, say, Zork Zero) and read.
North to a teleporter. A good place to save.

CLUSTER 3 (3-19,15):
West one. (The instructions here will
ignore these sometimes misleading signs such as the one that appear here.) 2N,
then take stairs.

CLUSTER 1 (1-19,19):
4W, 2S into a chute. (The stairs you see
here are the real exit from the Cube, but they are inaccessible for now.)

CLUSTER 4 (2-12,19):
5S, 2W, 4N, 3W, 1N, 4E, 4S, to ...

CLUSTER 5 (1-2,17):
2S, 2W, 1S, 1E. (This pentagram will only
let you summon extremely weak allies, but it gives you 100 hit points max. Take
A Dink, Fuzzballs, and Creeping Coins. The Dink and the Fuzzballs are not
affected by magic, which enhances your chance of holding up until you can get
some real help.) 1W, 1N, 2E, 2S, 1E, and 1S into a chute.

CLUSTER 18 (2-3,11):
This large room has pits that will strike
for minimal damage. You can use the Winged Boots to fly over them; be sure to
restore your saved game if they explode. 3N. Buy the Cleansing Oil (need 50,000
GP, which shouldn't be a problem) 3E, 1S. Recharge at this pentagram. 5E, 5S,
1W and take the stairs.

CLUSTER 21 (1-16,3):
Here's Pentagram 10. After summoning head
1S into the darkness, then go 3W. Buy the 'you know what.' It's the St. Trebor
Rump. Invoke it (this will remove the threat of Trebor's apparition). Save it
in the Box. 1S, 4W, 1S, 2W, 2N, then 1E into a chute.

CLUSTER 22 (2-16,19):
Invoke the Black Candle. If it
disappears, reload and try again. 1E, 16S, 1E, 1S, then take the stairs.

CLUSTER 19 (1-0,7):
By now your Greater Demons should have
'reproduced' into a group of nine (very useful). Save the game. 1N, 1E, 1N, 1E,
1N, 1E, 1N to a sign. 1E, 1S, 3E to another sign. Ignore the pentagram at (5E,
11N, 1D). 1N, 1E, 1S, 1E, 1S, and take the stairs. (There is a useful pentagram
to the west of the stairs if you need it.)

CLUSTER 26 (3-3,8):
1W. Save the game. If you are really
desperate, there is an Eighth Pentagram at (2E, 7N, 3D), but you shouldn't use
it if you still have 3 groups and a decent number of spell points. 2W, 1S, 1E,
1S, 1E, 1S, 1E, 1S, 1W, 1S, 1W, 1N, 1W, 4S, 1E, 2N into a teleporter.

CLUSTER 27 (2-12,7):
Save the game. Nothing here but thousands
of spinners. You start in a little cove dug towards the east. Use the walls,
not the Dumapic spell, to guide you. 3W, 5S, 1W into a teleporter. Dumapic and
check to make sure you're at...

CLUSTER 28 (1-18,14):
(If you aren't here, you've entered
another portal adjacent to the proper one. Try again.) 1N to a sign. (If you
take the stairs to the right you'll be whisked back to the entrance to the
Cosmic Cube!) 2W, 1S and reload on a Demon Lord, Greater Demons, and your
favorite third group (above). 1N. Save the game! (Be sure you have 6 Greater
Demons.) 1W to the sign announcing the exit. Camp. Remove the Holy Hand Grenade
of Aunty Ock and the Cleansing Oil from the Black Box. Equip both these
objects. (The HHG will temporarily replace your Sword.) Don't invoke either
yet. Dumapic to make sure you're at (15E, 15N, 1D). Invoke the Holy Hand
Grenade, but not the Cleansing Oil in the same equipping process. Now invoke
the Cleansing Oil. (It will also remove other cursed items for you.) Return to
your previous equipment set. (your Sword, Good Hope Cape, Saint Rimbo Digit,
Wizard's Skullcap, Oxygen Mask, Black Box.) Box the Oil. Drop the Holy Hand
Grenade. Quickly (and I mean quickly) leave camp and go 3E, 1S. You don't need
to do this so fast in the Archives version, but in the original, this part is
done in real time. You should still get away from the explosion regardless.
(There is no danger involved in counting to a wrong number, incidentally.)
After the bang, go 1N, 3W, 1N through the hole in the wall. Take the stairs and
leave the prison.

The Witch in the Maze - Level 0

(If you only want to do the Evil endings, you can skip all the quests where
you gather objects for Trebor's orders, like this one. You will have to fight
some extra combats, however.)

Now you can teleport to anywhere in the prison, and also to 0 east 0 north 0
down (where you are right now). Read your Victory Message. (The stairs to the
east will return you to the stairs that took you out of the dungeon.) Malor to
5E, 14N, 4D. (Need: Cleansing Oil, Aromatic Ball, Blade Cusinart, Magician's
Hat, Golden Pyrite, Witching Rod.) You don't need to take them out of the Box.
Say 'yes' and retrieve the Dab of Puce (a renowned pigment famed with good
painters). Place it in...well, you know where. Now, if you haven't retrieved
the Holy Limp Wrist and the Pennonceaux, do so now. Return to 0 east 0 north 0
down and save beforhand if you do so.

If, ever, your party becomes exhausted, you can teleport to a Tenth
Pentagram at 16 east 14 north 1 down, but you probably won't be able to port
back inside the Castle, so be careful.

Entering the Castle - Level 0

Starting at 0 east, 0 north, 0 down, go 9 east (passing the stairs) and 1
north. The password is 'TREBOR SUX'. (There is a clue to this in the Oracle's
pronouncements, but even with that you need to be intimately familiar with the
original Wizardry to get this one on your own.) 1 north. 5 west. Save the game.

[For fun, from this spot: 1 north, 2 east, 4 north, 2 east, 4 south, 2 east
and kill, 2 north and kill, 2 north and kill. These are all easy, and are
excellent places to generate extra Greater Demons. 2 east, 4 south, 1 east and
read, 1 north. You can try, but you won't be able to get it!]

Go 6 north, 2 west, 7 north, and take the stairs up.

The Innkeyper - Castle

[This begins at 3 east 15 north -1 down.]

1 north. Go up. 1 north. Destroy! 1 south. Go back down. 1 north and
annihilate. 7 east (don't stray off this path or you will have to start over).
Bash in the Herald, and then pick off his friends. 6 east and relieve this
Sentry of his life. 2 south. Go up. 1 north. Kill the Innkeyper and take the
Key, and Box it. 1 south. 1 down. (Make sure you have at least about 50 hit
points.) 1 west and fall to 15 east 16 north 0 down.

The Adventurer's Inn - Castle

Head 1 south, 2 east, 5 south. Go west, unlocking the door with your Inn
Key. 1 north and look and read. 1 north and defeat the Walking Wounded. 1 north
into the rooms. 2 west. 1 south. Go up.

The Royal Orders of Trebor - Castle

Go 1 north and get the Orb of Dreams from Tygger's Cubs (you must have the
Pennonceaux). Go 2 south and get the Arrow of Truth from the Order of the
Laurel (you must have the Dab of Puce). Go 1 north, 1 east, and 1 north and get
the Maintenance Cap (you must have one of the Swords from the Temple of the
Dreampainter -- if you have been holding off on getting one to see all three
Evil endings, you can't delay any longer). Go 1 south, 1 west, 1 down, 1 north,
2 east, 1 south, bash in the Walking Wounded again, 2 south, 1 east, 5 north,
12 west, 1 north to 5 east 15 north 0 down. Save the game. Camp and equip the
Cap. Go north and enter the pool. You will become of Good Alignment. (The other
fountain on the level will switch you back to Evil Alignment if you are so
inclined.) 2 south. Camp and re-equip Wizard's Skullcap. Box the Cap. 12 east.
5 south. 1 west. 3 north. 2 west. 1 south. Go up. 1 east. 1 south. Get the
Crystal Rose (the Order of the Rose will talk only because of your Good
Alignment and your release of your curse on Trebor). Invoke and Box the Rose. 1
north, 1 west, 1 down, 1 north, 2 east, 1 south, cream the Wounded, 2 south, 1
east. Save the game.

The Citadel - Castle

(If you do not want to play the Good alignment ending, you can just fight
your way through the Citadel and not bother with negotiations. You also don't
have to encounter the Dukes, though I thought it was satisfying turning them
down and battling them myself.)

If you don't have 1,000,000 GP (which you only need for the Good alignment
ending), do the following: Malor to 0 east 19 north 1 down. Repeat this: 3
east, 3 west, fighting all the battles, until you have 1,000,000 GP. Malor to
16 east 14 north 1 down and recharge again. 1 north, 1 west, 1 north. Go up. 9
east, 1 north, and say 'TREBOR SUX' again. 1 north, 6 east, 3 north, 2 east, 4 north.

The rest of this text discusses the Evil Alignment Endings and the
Grandmaster Ending.

To the Temple of Cant - Castle

Box the Mythril Glove. Throw away the Maintenance Cap, the Arrow of Truth,
the Orb of Dreams, the Crystal Rose, the Rallying Horn, and the Signet Ring. 1
south and kill the High Dukes of the Realm. 1 north, 1 west, 1 south, go down,
1 north. Defeat the Baron's Council. (You should use the Ka in combat to ensure
survival.) 1 west, 1 south, go down, 1 north. Defeat the Captain's Council. If
you lost the Ka, Malor to (7E, 8N, 7D) to get it again. Malor to (16E, 14N,
1D). Summon a Demon Lord, Greater Demons, and A Dink from the first pentagram!
(How are you supposed to know this? Well, if you look at maps at the top four
prison levels, you will notice the letters spelling "DINK"
prominently on the maps. As far as I know, there is no way of knowing just
*where* this knowledge is useful, save experimentation. The Dink is useless in
normal combat, but at least it's immune to magic, so it's not completely
defenseless either.) 1 north and save. 1 west, 1 north, 1 up, 9 east, 1 north,
'TREBOR SUX', 1 north, 6 east, 3 north, 2 east, 4 north to 17 east 9 north 0
down. 1 west into the Inn. 2 north and kill Wounded yet another time. 1 north,
3 west, 3 south. Avoid using Tiltowait in killing this group of Chivalry. (If
your Dink gets caught, try again.) 1 west and press B. 1 west, read. 2 north. 1
west. 1 north. 2 west. 2 south. Save the game. South and say yes. Kill the five
Softalk All-Stars. (It's very hard and will probably take several tries; use
the Ka to heal yourself in the midst of the spells. Sezmar and Tuck cast
Tiltowait, and Tuck and Sarah cast Malikto. The other two are harmless if you
have the Mask. Your accompanying demons and several Tiltowait spells will
eventually wear them down if you can survive the first two or three rounds.
I've never lost my Dink in this battle, but reload if you do.) If you win, you
can pick up some neat loot, including a guaranteed Blade Cusinart' if you still
haven't found one yet (though this is not the easiest place to get one!) 1 west
and press C, up to level -2 down. Save here.

On The Roof of the Tavern - Castle

Use the Ka to heal, if you still have it. If you don't, wander around until
you are fully healed, if you have a Ring of Healing or the Dragon's Claw, or
use the Cape of Hide or healing potions. (Enter the door to the west to do your wandering.)

If you want to solve the Grandmaster Ending, go two east, over a pit. Then
go: 4 north. 2 east. 4 south. Reach into the black hole and take the Nyin (the
Void Transducer). Make sure you have at least 80 hit points, then go one south.
(You will crash down to the ground level of the castle and lose 79 hit points.
It's the easiest way down.) Teleport to 16 east 14 north 1 down. Reload on the
best, though it's not absolutely necessary now, as there is no combat on the
Grandmaster level. Then Malor to 10 east 9 north 10 down (where you started).
(How are you supposed to figure this out? Well, the Oracle tells you where to
do it from. A dictionary might help with a couple of his pronouncements.) Equip
the Void Transducer and Malor 1 down, to Level 11 Down. Now refer to the
section after the Evil Alignment section.

If you want to solve the Evil Alignment Endings, go west one and enter the
Temple of Radiant Cant.

The Inner Sanctum of the Temple - Castle

Go 2 north and 1 west. Defeat the Temple Priests, but make sure you have at
least 50 hit points before attempting to fight. It's OK if you use all your
remaining strength in this battle. Go west through the door and save the game.

Go north one and encounter Lord Hawkwind, the Temple Guardian who is the
greatest member of the All-Stars you met earlier. You and your Demons, and also
any Dragons, Vampires, Archmages, etc., cannot harm him. If you attempt to slay
him without a Dink, you won't be able to, although Hawkwind's battle commands
('brush teeth', 'file nails', 'fall asleep', and 'order sushi', to name a few)
are very amusing. Eventually, he'll get around to sacrificing you to Kadorto.
With a Dink, however, you can win. Go north to Lord Hawkwind and parry each
round. Each round, your Dink has about a 20% chance of hitting Lord Hawkwind
and inflicting 1313 damage (Hawkwind has *only* 1000 hit points). It seems the
most powerful foe in the game is vulnerable to only the weakest enemy. (This
the only place in the game where a Dink is remotely useful, so far as I know.)
Equip your Sword and the Mythril Glove, and be sure you have the Holy Limp Wrist.

EVIL ALIGNMENT ENDING: Go 2 east through the door. Go north one, making
sure that you are wielding a sword from the temple of the dreampainter, that
you have the mythril glove equipped, and that you are carrying the holy limp
wrist. Notice that the sword you have makes a difference on this ending -- you
can repeat this three times with the three swords. The difference between the
three endings is substantial.

On to the Grandmaster Ending - Castle and Level 11

There is no combat on this level, nor is there any complicated mapping
involved. Just puzzles.

The first answer is "FOOT". Go 4 north through two doors. The
second answer is "STOMACH". Go 1 north. 4 west through a door. 1
north. 4 west through a door. The third answer is "LEGS". 1 north. 16
east down a long corridor. The fourth answer is "HIPS". 1 north. 3
west. 1 north. 3 west through a door. The fifth answer is "CHEST". 1
north. 7 west through a door. The sixth answer is "RIGHT HAND". 1
north. 16 east down a long corridor. The seventh answer is "LEFT
HAND". With the Void Transducer equipped, go north one and answer yes.
You'll be teleported to 1 east 14 north 11 down. 1 east. 1 north. The eighth
answer is "RIGHT CHEEK". 16 east down a long corridor. The ninth
answer is "LEFT CHEEK". 2 north through a door. 3 west. 2 north. 4
west. The tenth answer is "BRAIN". Head 1 west. 1 south. This one is
not quite so easy, but the answer is "TREE OF LIFE." (You get a hint
for solving this one by using the Orb of Dreams you got from Trebor's orders.)
Head south, until you reach the last being, from whom you get the final object,
the Kris of Truth. Teleport back up to the Castle (you may want to visit the
Pentagram on 1 Down first).

Follow the instructions for the Evil Alignment Ending straight to Lord
Hawkwind. After defeating him with a Dink, go in the inner sanctum.

THE GRANDMASTER ENDING: De-equip any weapon you are holding and replace
it with the kris of truth. Equip the other items indicated in the evil
alignment solution. Go to the statue of kadorto and watch the grand finale.

You've finished the most difficult CRPG! Theoretically, I shouldn't help
people with this ending (like the ending text says), but this guide only became
public many years after the game came out, so I think I'm safe (no one from
Sir-Tech ever complained, anyway).